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Merge branch 'develop' into unlimited-autosave
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@ -92,7 +92,7 @@ void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
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void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
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{
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widget->getHeroList()->update(h);
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widget->getHeroList()->updateElement(h);
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if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
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widget->getInfoBar()->showSelection();
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@ -102,7 +102,7 @@ void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
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void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
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{
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widget->getTownList()->update(town);
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widget->getTownList()->updateElement(town);
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if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
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widget->getInfoBar()->showSelection();
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@ -365,8 +365,8 @@ void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
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widget->getInfoBar()->showSelection();
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}
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widget->getHeroList()->update();
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widget->getTownList()->update();
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widget->getHeroList()->updateWidget();
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widget->getTownList()->updateWidget();
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const CGHeroInstance * heroToSelect = nullptr;
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@ -833,5 +833,8 @@ void AdventureMapInterface::onScreenResize()
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widget->getMinimap()->update();
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widget->getInfoBar()->showSelection();
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if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
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widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
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adjustActiveness();
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}
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